I made a bunch of Codebreaker codes and posted 'em over at MHQ, so I thought I’d put 'em here, too.
And I skipped Ridley!
Incidentally, Samus learned how to teleport while I was playing.
830013E9 **** - teleport on Y axis, where **** is the hex for Samus’s location in pixels from the top-left corner.
830013E7 **** - teleport on X axis.
I used VisualBoyAdvance’s memory viewer to make teleporting easier. (“05 17” in the memory viewer would be 1705 in a code to put Samus at that position. Type “030013E6” in the box next to the Go button to see the X and Y locations.)
Always Shoot Up (enabled that temporarily to try getting into Imago’s room without fighting the plant)
Always Shoot Down
This one was just fun to look at. You know how when you fire a missile at something that it can’t hurt, it bounces off? Well, your beam weapons and bombs can bounce out of your arm cannon harmlessly!
The “Always Shoot X” codes I’ve found actually only modify your first weapon fired. But what if you fire another while that’s still on the screen? Copy and paste the “Always Shoot X” code and change a small part to modify the second weapon instead.
83000A3A 0D02 - Always Shoot Super Missiles on the first on-screen shot
83000A56 0D02 - Always Shoot Super Missiles on the second on-screen shot
And if you see what’s different there, you can also use these for the next several shots (assuming the first two are still on the screen)
Everyone knows moonjumping is fun. Well, here’s my moonjump code:
D0000020 0001 (this line technically means “if you’re pressing A, do the next line”)
330013EC 00FF (this modifies Samus’s vertical momentum variable. Change 00FF to, say, 0088 for a slower speed.)
330013ED 0000 (this modifies Samus’s vertical direction variable.)
How about always being able to shinespark in an area that’s just a few tiles wide?
So yeah, those are the codes I came up with. Enjoy, and lemme know if you can think of any you’d like to see. And it’s all thanks to this!
Edit: Fixed the Moonjump code.